Defold 1.2.107
This sprint we’ve worked on improving performance on the texture loading and creation, and also preloading of assets.
In short, the bulk of the work is done on another thread, allowing the main thread to run as intended.
This for instance speeds up loading of particle systems and WebP compressed textures.
We have also added anonymous tracking of how the editor is being used* in order for us to better understand our users, help us with prioritisation and improve the product.
(*Clarification edit: it tracks what version is running and what parts of the editor that are used)
Engine
-
DEF-2772
- Added: Async decoding of WebP images -
DEF-2651
- Added: Async texture GPU upload -
DEF-2770
- Added: Added LuaSocket documentation -
DEF-2688
- Fixed: The particle spawn rate spread is now working -
DEF-2768
- Fixed: Libraries with unusual folder structure crashed Bob -
DEF-2756
- Fixed: Small improvement on error handling if the generated R.java doesn’t compile -
DEF-2625
- Fixed: Increased buffer used to parse game.project values to 2048
Documentation
- We’ve added a brand new tutorial of how to make a classic 15 puzzle game
- we’ve also added documentation for
LuaSocket
in both editors - Lots of smaller fixes
In the works
Native Extensions
The work on Windows support is progressing nicely.
The main parts of the build pipeline is functional, with some cleanup left to do.
Planning for a release in the next sprint.
Facebook Gameroom
Another upcoming big feature is support for Facebook’s Gameroom.
This will allow you to use Facebook and in app puchases on the Windows platform through their new platform.
This feature is estimated to arrive in the next release.
Particles in GUI
A long awaited feature is support for particles in GUI.
It is a big task with some big refactoring involved, but it is going well.
A recent benefit from this was the batching of particle systems.